- Cosm: Core Earth
Perhaps the most powerful of all the Storm Knights are those who can master reality. It is the raw stuff of the Possibility Wars, and with it, most anything can happen.
Adaptable
- Prereq: Realm Runner
The Realm Runner doesn’t cause Contradictions when using equipment, spells, miracles, or powers supported by the local zone, even if the axioms are beyond his own personal reality.
Axiom Increase
- Prereq: None
This Perk may be taken multiple times. The Storm Knight may increase any one of her axioms by one each time this Perk is chosen.
Grant Possibilities
- Prereq: Charisma 8+
Storm Knights cannot normally give others their Possibilities, but those with this Perk can! Granting a Possibility is a free action that can be done at any time. The character must be in verbal or visual contact with the recipient somehow, but can otherwise cross any distance or barrier (except an invoked reality storm).
Negation
- Prereq: None
When an enemy attempts to spend a Possibility for an attribute or skill test, the Storm Knight may spend her own Possibility to instantly negate it. This is a free action she can perform as long as she’s aware of the rival’s action.
Negation may not be used to stop a foe from Soaking Wounds with Possibilities.
Prodigy
- Prereq: None
The character is filled with Possibility Energy. She begins each act with an extra Possibility. This stacks with any other ability that grants additional Possibilities.
Realm Runne
- Prereq: None
The Storm Knight has a natural feel for manipulating reality. He ignores four points of reality penalties when attempting to reconnect, and may ignore disconnection the first time it happens in each act.
Storm Caller
- Prereq: At least three other Reality Perks.
The Storm Knight can engage another reality-rated character in a reality storm. See Reality.
Storyteller
- Prereq: Charisma 8+
After a Glory card is played, the zone fills with ambient Possibility Energy. A Storm Knight with the Storyteller Perk can spread the tale of the deed and directly utilize that Possibility Energy. Telling the tale requires an audience, a performance of the teller’s choosing (narration, a song, etc.), and a persuasion test vs the standard zone modifiers (-4 in a Dominant Zone and –8 in a Pure Zone).
Tales may be told once per act, and only in a zone where the Storyteller took part in playing a Glory card within the last month. The performer doesn’t have to have played the card himself, he just has to have been present at the event. The Storyteller gains a separate pool of Possibilities, one on a standard success, two on a Good, and three on an Outstanding. For the rest of the act, the Storm Knight can spend these Possibilities for himself or for anyone who heard the tale (GM’s call)—including Ords! This is a free action.
Note that telling tales of the Storm Knights’ deeds almost always attracts attention from the High Lords and their minions. All the Reality Raiders are quick to hunt down such thorns in their sides.
Tenacious
- Prereq: Spirit 8+
Nothing seems to keep the hero down for long. Her tests to Soak damage become Favored.